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Altuğ Işığan The Open and the Closed: Notes on Game Narrativity Presented at theInternational Symposium on Electronic Arts(ISEA) Istanbul, September 16 2011
Eco, 1962 Almost 50 years ago, just around the times when engineer Stephen Russell created and ran the game Spacewar! on a car-sized PDP-1 computer at the MIT labs, Umberto Eco published his book The Open Work (1962).
Eco, 1962 ,[object Object]
They invite readers not only to interprete the text, but to play an active role in their configuration as texts.
They provide the readers with a set of rules and elementsthat may be combined randomly to yield a large number of text variations.,[object Object]
George Perec – Life, A User’s Manual
Raymond Queneau – A Hundred Billion Poems
Ludology’s Take Classic Ludology seems to be convinced that only games possess this quality of emergence. To them, “narrative” (which they perceive as being of a “scripted” nature) is against the emergent nature of games
Ludology’s Take For example Jesper Juul says that when you apply narrative to games, you destroy their emergent character and they turn into games of progession (2002). However, Eco’s work clearly shows that narrativity and emergence aren’t mutually exclusive
Rethinking “Emergence” ,[object Object]
Can we speak of emergence as being the nature of only certain media, but not others?
Can we safely assume that there is a type of media that renders “emergent” every instance of its use?,[object Object]
Interactivity seems to be enough to convince Ludology that game system are truly non-linear.,[object Object]
1 - The need to explain patterns in emergentbehavior
2- A theorethical challenge: Could it be that emergence needs to be crafted artificially rather than being the nature of games?,[object Object]
Let’s start with a look at patterns in playerbehavior,[object Object]
Conflict This is actually a very good definition of the notion of conflict in classical drama theory.
Necessity Technically speaking, any character who is trying to solve a conflict is subject to necessity.  Necessity addresses the fact that there is a force at play that keeps the character on search for  a optimal solution to the conflict  that she is facing
Necessity  In other words, necessity renders “logical” and meaningful only certain types of actions.  In the light of necessity, only a limited part of the available possibility space is of use;   the useless parts will probably never be discovered.
Necessity This means that even if we could, we do not simply roam freely in the open world Our actions are rather motivated and telic This goal-orientedness causes patterns to emerge in the ongoing emergent behavior
Necessity Drama Theory addresses these issues under the topic of motivation  “Why can the character not simply walk away and ignore the challenge?”  When arriving at decision nodes, why does the character chose what is good for the story?
Sample Game To illustrate the point, let’s have a look at a formal game with emergent qualities ... TETRIS!
Tetris ,[object Object]
But if we attempt to change this algorithmic fate, we draw a curve!
Tetris The more we try, the more curves we create!
“Linear” Emergence? ,[object Object]
Yet to me the non-linearity that emerges here is rather limited
I see in all this some quite linear drama!
You may wonder why...,[object Object]
Necessity Cap Becausewe are motivated by necessity This doesn’t leave much space for the type of deviation and free-roaming we credit non-linearityfor Thisputs an invisible cap on experimentations ,[object Object],[object Object]
Aperiodic Behavior and Attractors In aperodic behavior, there is a single attractor that structures emergent behavior so that it takes similar shapes while on its way to a predictable end.
Necessity as Attractor We could say that in most video games necessity works like an attractor  Hence emergent player behavior in these games tends to display a pattern As a diagram it would look like...
Patterned Emergent Behavior
Linearity With Many Faces To make the inherent “linearity” even more visible, think of a flowchart-like presentation
Linearity With Many Faces NarratologistBremondput it evensimpler in his studies on necessityandstorylogicthat he conducted in the 1960s.
Pseudo Non-Linear ,[object Object]
Hence I dare to call these kind of emergent games pseudo-non-linear.
Despite their openness, these games are built around  relatively narrow possibility space and an essentiallylinear premise.
They are much more a repetition of the same sequence of events as of being truly open-ended and non-linear.,[object Object]

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The open and the closed son

  • 1. Altuğ Işığan The Open and the Closed: Notes on Game Narrativity Presented at theInternational Symposium on Electronic Arts(ISEA) Istanbul, September 16 2011
  • 2. Eco, 1962 Almost 50 years ago, just around the times when engineer Stephen Russell created and ran the game Spacewar! on a car-sized PDP-1 computer at the MIT labs, Umberto Eco published his book The Open Work (1962).
  • 3.
  • 4. They invite readers not only to interprete the text, but to play an active role in their configuration as texts.
  • 5.
  • 6. George Perec – Life, A User’s Manual
  • 7. Raymond Queneau – A Hundred Billion Poems
  • 8. Ludology’s Take Classic Ludology seems to be convinced that only games possess this quality of emergence. To them, “narrative” (which they perceive as being of a “scripted” nature) is against the emergent nature of games
  • 9. Ludology’s Take For example Jesper Juul says that when you apply narrative to games, you destroy their emergent character and they turn into games of progession (2002). However, Eco’s work clearly shows that narrativity and emergence aren’t mutually exclusive
  • 10.
  • 11. Can we speak of emergence as being the nature of only certain media, but not others?
  • 12.
  • 13.
  • 14. 1 - The need to explain patterns in emergentbehavior
  • 15.
  • 16.
  • 17. Conflict This is actually a very good definition of the notion of conflict in classical drama theory.
  • 18. Necessity Technically speaking, any character who is trying to solve a conflict is subject to necessity. Necessity addresses the fact that there is a force at play that keeps the character on search for a optimal solution to the conflict that she is facing
  • 19. Necessity  In other words, necessity renders “logical” and meaningful only certain types of actions. In the light of necessity, only a limited part of the available possibility space is of use; the useless parts will probably never be discovered.
  • 20. Necessity This means that even if we could, we do not simply roam freely in the open world Our actions are rather motivated and telic This goal-orientedness causes patterns to emerge in the ongoing emergent behavior
  • 21. Necessity Drama Theory addresses these issues under the topic of motivation  “Why can the character not simply walk away and ignore the challenge?”  When arriving at decision nodes, why does the character chose what is good for the story?
  • 22. Sample Game To illustrate the point, let’s have a look at a formal game with emergent qualities ... TETRIS!
  • 23.
  • 24. But if we attempt to change this algorithmic fate, we draw a curve!
  • 25. Tetris The more we try, the more curves we create!
  • 26.
  • 27. Yet to me the non-linearity that emerges here is rather limited
  • 28. I see in all this some quite linear drama!
  • 29.
  • 30.
  • 31. Aperiodic Behavior and Attractors In aperodic behavior, there is a single attractor that structures emergent behavior so that it takes similar shapes while on its way to a predictable end.
  • 32. Necessity as Attractor We could say that in most video games necessity works like an attractor Hence emergent player behavior in these games tends to display a pattern As a diagram it would look like...
  • 34. Linearity With Many Faces To make the inherent “linearity” even more visible, think of a flowchart-like presentation
  • 35. Linearity With Many Faces NarratologistBremondput it evensimpler in his studies on necessityandstorylogicthat he conducted in the 1960s.
  • 36.
  • 37. Hence I dare to call these kind of emergent games pseudo-non-linear.
  • 38. Despite their openness, these games are built around relatively narrow possibility space and an essentiallylinear premise.
  • 39.
  • 40. The Open and the Closed
  • 41.
  • 42.
  • 43. In other words, the designer has to craft and maintain the conditions of emergence
  • 44.
  • 45.
  • 46. Bothlinearity and non-linearity are design achievements, depending on authorial skill and intention.
  • 47. The medium won’t do the work for us, because it does not know linearity or non-linearity.
  • 48. It just makes itself available to our vision and it’s up to us to realize that vision by bending the medium as to serve our needs
  • 49. If we manage to keep it linear, it will be linear
  • 50. If we manage to keep it non-linear, it will be non-linear
  • 51.
  • 52. References Eco U. (1987) Açık Yapıt (çev. Yakup Şahan). İstanbul: Kabalcı. Juul J. (2002). “The Open and the Closed: Games of Emergence and Games of Progression”. http://www.jesperjuul.net/text/openandtheclosed.html Juul J. (2001). “A History of the Computer Game”. http://www.jesperjuul.net/thesis/2-historyofthecomputergame.html Sardar Z. and Abrams I. (2010). Kaos: Düzensizlikteki Düzeni Anlamak İçin Çizgibilim. İstanbul: NTV Yayınları.